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‘The Casting Of Frank Stone’ Is A Supermassive Bummer

The Casting of Frank Stone takes us on an adventure through three different decades, following two groups of people. In the 80s we follow Chris Gordon (Rebecca LaChance), Linda Castle (Lucy Griffiths), Jaime Rivera (Andrew Wheildon-Dennis), Robert Green (Idris Debrand), and Bonnie Rivera (Díana Bermudez) as they attempt to film a horror movie in an abandoned steel mill. Robert’s father, Sam Green (Tobi Bakare), regularly patrols this Cedar Steel Mill due to an incident with a baby in the furnace room who was set to be killed at the hands of Frank Stone (Miles Ley). The second group we follow, set in the present, is comprised of Madi Rivera-Platt (Díana Bermudez), Linda Castle, and Bruno “Stan” Stanford III (Andrew Krueger). These three are brought to a mansion owned by Augustine Lieber (Hannah Morrish) for reasons that will become apparent all too soon. How do these two stories all come together?

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The title of this piece hurt to write. One of the greatest weekends of my life was when my best friend from college came to my parent’s house for the weekend to hang out. We swung by a local game shop and picked up the new release we were excited for: Until Dawn. After grabbing some Hot And Ready pizzas from Little Ceasers, and a couple of twelve packs, we went back to my place and settled in for an exciting weekend. We must have played Until Dawn three or four times; letting characters die in one run, live the next, etc.

A few years later, Supermassive Games would develop Hidden Agenda, which doesn’t get the love it deserves. Hidden Agenda, and Larry Fessenden, solidified my love for Supermassive Games. I ate up every Dark Pictures Anthology game that would come out in the following years, and The Quarry was my favorite game of 2022. In my eyes, I could never NOT enjoy a Supermassive game. (Also I was an avid Dead by Daylight player years ago, with around 300 hours logged.) When I learned that Graham Reznick (Until Dawn, The Quarry) wrote a game that Supermassive Games developed that happened to take place within the Dead by Daylight universe, I was excited. After eight hours (we’ll touch on that) I can only ask, what went wrong?

The Casting of Frank Stone takes us on an adventure through three different decades, following two groups of people. In the 80s we follow Chris Gordon (Rebecca LaChance), Linda Castle (Lucy Griffiths), Jaime Rivera (Andrew Wheildon-Dennis), Robert Green (Idris Debrand), and Bonnie Rivera (Díana Bermudez) as they attempt to film a horror movie in an abandoned steel mill. Robert’s father, Sam Green (Tobi Bakare), regularly patrols this Cedar Steel Mill due to an incident with a baby in the furnace room who was set to be killed at the hands of Frank Stone (Miles Ley). The second group we follow, set in the present, is comprised of Madi Rivera-Platt (Díana Bermudez), Linda Castle, and Bruno “Stan” Stanford III (Andrew Krueger). These three are brought to a mansion owned by Augustine Lieber (Hannah Morrish) for reasons that will become apparent all too soon. How do these two stories all come together?

You’ll have to play to find out.

If you are familiar with Supermassive games, then you’re familiar with their gameplay style. Multiple dialogue options affect relationships, which can dictate how later situations are handled; one missed quick-time event can take a character out of the story for good; collectibles scatter the map revealing deeper elements to the story; you get the drift.

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The Casting of Frank Stone has every element of a Supermassive game, but it fails to hit the mark. Storywise, Frank Stone barely scratches the surface of anything resembling intriguing. Graham Reznick has proven his storytelling abilities over the years, from his video game writing, to Chilling Visions: 5 States of Fear, to his compelling show Deadwax. The story of Frank Stone feels empty for the overwhelming majority of the game and then does a complete U-turn and bombards with too much information. Reznick’s script focuses heavily on building the unique ambiance of a world that exists within the Dead by Daylight world before realizing it should try and tell an intriguing story of its own. That being said, the final moment of the game, before the post-credit scene, gave me chills. Without revealing too much, the game’s final scene makes all of the frustration and hassle worth the playtime.

Let’s discuss the playtime. A simple Google search will show an approximate playtime of six hours, which is longer than most of the games in the Dark Pictures Anthology. So why did it take eight hours for me to play this game? The answer unfortunately lies in the overwhelming amount of game-crashing, soft-locking, rage-inducing bugs. Nine different times I would have a character walk into me, or I would try and pass another character, and I would *somehow* clip into the other character, rendering movement impossible. My PlayStation 5 froze multiple times during various scenes, which forced many unsafe PlayStation shutdowns.

The worst time this happened was during the final chapter. You’re faced with the decision to either shoot one character or Frank Stone. When I made my decision, my game froze. Once the game was loaded back up, I was thrust into the game moments after my decision. That’s when I realized the game was moving at, what seemed like, .0001 times speed. At first, I thought this was a creative decision. After two minutes passed I realized it was not. I was stuck in a single scene of the game as it moved in mega-slow motion for over half an hour. This is just simply unacceptable. Once the scene was over, it went back to regular speed, but I had enough at that point. While I played through to the end, it was at great personal protest.

Why is every game nowadays released unfinished or full of bugs? If you expect people to pay 40 to 80 dollars for a triple-A gaming experience, it should be a triple-A gaming experience. Extensive game testing should have brought some of the bugs I experienced to light. Gamers would happily wait an extra week or two (hell, or three) if it meant we were getting a top-of-the-line experience. A bug or two is fine. Multiple experience-halting bugs that hurt the gameplay is sad. Over the past few years, we’ve learned how under-the-gun developers are. Some are forced to work insanely ridiculous hours to produce content at levels we’ve never seen before. (I’m referring to devs as a whole and not Supermassive.) One thing I appreciate about Supermassive is how I’ve never had an issue like this with any of their games before, and that’s why it hurts so much to write this.

If there’s anything I have learned from playing modern triple-A games is to expect the worst. It’s what we’ve become conditioned to expect.

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As stated earlier, I have quite a few hours in Dead by Daylight and still watch tons of Dead by Daylight content. Even with the amount of information I know about the Dead by Daylight universe, I still felt left out. Whenever I read a note or saw what I knew was supposed to be an easter egg, I just knew there was a Dead by Daylight reference going over my head. It’s clear the references weren’t meant for people like me, but I still couldn’t help but feel left out. That’s not a negative critique of the game, per se, only how I felt.

Acting-wise, it’s clear who is a voice actor and who is a screen actor. People like Rebecca LaChance, Díana Bermudez, and Andrew Wheildon-Dennis have extensive voice acting credits and it shows. They are clearly the [acting] highlights of The Casting of Frank Stone. Everyone else feels like they’re reading from a script they were handed an hour before they went into the booth. Until Dawn was a diamond amongst dung, it’s one of the few times screen actors expertly transitioned to voice actors for their performance. The decision to not have a cast full of experienced voice actors ultimately hurt the game’s number one vehicle for storytelling.

The Casting of Frank Stone ended up being an unfortunate experience for someone who is a diehard Supermassive Games fan. It’s far from the worst game of the year, but there’s no way it could crack my top 10 this year. I think I would enjoy more Supermassive/Behaviour Interactive games within the Dead by Daylight universe as there are so many fun angles they can take. And with the number of licensed characters Behaviour has, who knows which horror icons we could get in the style of a Supermassive game! I hope that Frank Stone is just a stumble into what could be a great new direction for Dead by Daylight and Supermassive. That said, I’m still looking forward to purchasing The Dark Pictures Anthology: Directive 8020 day one.

Brendan is an award-winning author and screenwriter rotting away in New Jersey. His hobbies include rain, slugs, and the endless search for The Mothman.

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‘Lost Records: Bloom & Rage Tape 2’ Review: A Heart-Wrenching ‘90s Adventure with Unforgettable Choices

Lost Records: Bloom & Rage is a perfect jumping-off point if you’ve never played a Don’t Nod game. It shows you just how creative, original, and passionate the entire team is. Even the minor graphical glitches weren’t enough to take me out of the game one bit. That being said, I think Bloom & Rage is a game that will emotionally destroy many. Those of you who are in an emotionally vulnerable state, be warned because Tape 2 gets incredibly heavy, and if you’re not ready, you’ll be caught off guard. I said it best in my coverage of Tape 1 and want to end this review by reiterating that this game made me nostalgic for my childhood while also yearning for the one I never had.

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Lost Records: Bloom & Rage Tape 1 was a homerun for Don’t Nod Montréal. In the most recent episode of the Horror Press Podcast, I ranted about Y2K and my discontent with ‘90s nostalgia bait and that I almost dislike it more than ‘80s nostalgia bait. What I appreciated about Tape 1 is how it creates its own version of the ‘90s while remaining a referential timepiece. The ending of Tape 1 left me wanting more, and now that I’ve played through Tape 2 twice, and somehow got the same ending both times, I’m ready to talk about it.

Picking Up the Pieces: Tape 2’s Story Continues

Tape 2 picks up where Tape 1 left off. Present-day Swann Holloway (Olivia Lepore), Autumn Lockheart (Andrea Carter), and Nora Malakian (Amelia Sargisson) are at the Blue Spruce Bar in Velvet Cove. They’re reeling in their shared revelation of the night of the concert they put on 27 years ago in this very parking lot. The mystery box still sits in the center of the table as a beacon of what once was and what will be. We jump back and forth between the present and a post-concert 1995 and the fallout on the revelation of Kat Mikaelsen’s (Natalie Liconti) leukemia. But how the game ends, my dear players, is in your hands.

Before we get into it, I want to make sure I discuss two things I didn’t talk about in my coverage of Tape 1. First, we have an incredibly direct reference to a film that fits perfectly and has been confirmed as an easter egg. Swann’s license plate reads, “STV GLW”. This has been confirmed as a direct reference to Jane Schoenbrun’s I Saw the TV Glow, which I thought was an incredibly sweet reference. We also get another great reference in a form that pays homage to another film that inspired this game (it seems), and that is Nora’s lighter, which is white and says, “Fire Walk With Me” on it—loved seeing that!

A Soundtrack That Haunts and Hypnotizes

I’m not sure why I didn’t cover it previously, but the other aspect of both tapes that makes the experience ethereal is the soundtrack. Much of the composed music for the game creates a hallucinogenic, dream-like atmosphere that sets the soundtrack miles apart from others. But the songs that resonate the hardest are those from duo Milk & Bone (Laurence Lafond-Beaulne and Camille Poliquin) and Ruth Radelet. Without the whimsical ambiance they created, this game would not be what it is. And then we have See You In Hell by Nora Kelly, which I’ve been humming to myself over and over since I finished the game.

Tape 2 ups the ante from Tape 1 in a way I wasn’t sure they could pull off. Even though the game is rated M, Tape 1 felt a little safe. Tape 2 takes the training wheels off and lets you know fairly early that we’re not here to mess around. Each second feels like an eternity; each decision is heavier than before. The writers (Desiree Cifre, Nina Freeman, and Jean-Luc Cano) crafted four wonderfully complex teenage characters, and seeing how what happened (in your playthrough) forms the clay of their present-day selves is a feat that many choose your own adventure games fail to pull off. I have never felt so deeply about a set of characters in a video game until now. (Even though my playthrough made me dislike Autumn quite a bit.)

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Final Thoughts: Nostalgia Meets Yearning

Lost Records: Bloom & Rage is a perfect jumping-off point if you’ve never played a Don’t Nod game. It shows you just how creative, original, and passionate the entire team is. Even the minor graphical glitches weren’t enough to take me out of the game one bit. That being said, I think Bloom & Rage is a game that will emotionally destroy many. Those of you who are in an emotionally vulnerable state, be warned because Tape 2 gets incredibly heavy, and if you’re not ready, you’ll be caught off guard. I said it best in my coverage of Tape 1 and want to end this review by reiterating that this game made me nostalgic for my childhood while also yearning for the one I never had.
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Resident Evil: Unraveling the Wesker Era, Umbrella Corporation, and T-Virus Origins

So, in today’s lesson, we’ll be diving into the most essential questions of the franchise; this means we’re going to be drawing on the canon of only the games (not the movies), and ignoring Resident Evil 4 and everything from 6 onward specifically. The focus here is what I call the Wesker Era of Resident Evil, games where Umbrella and Wesker is the throughline plot-wise. So, without further ado, let’s jump into the birth of the Umbrella Corporation, and the origins of Albert Wesker.

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Welcome back to Horror 101, a series of articles where we explain horror legends and their lore. For beginners, the confused, or just those who need a refresher, these articles are for you. During a recent get-together with some friends, I made an offhanded joke about the Resident Evil game series. This prompted a person who had never played to ask what they were about outside of shooting zombies. And while I opened my mouth to explain, nothing came out because I soon realized: I couldn’t even begin explaining them without a blackboard.

So, in today’s lesson, we’ll be diving into the most essential questions of the franchise; this means we’re going to be drawing on the canon of only the games (not the movies), and ignoring Resident Evil 4 and everything from 6 onward specifically. The focus here is what I call the Wesker Era of Resident Evil, games where Umbrella and Wesker is the throughline plot-wise. So, without further ado, let’s jump into the birth of the Umbrella Corporation, and the origins of Albert Wesker.

Major spoilers ahead for Resident Evil 0, Resident Evil, Resident Evil 2, Resident Evil 3: Nemesis, and Resident Evil 5.

WHAT IS THE UMBRELLA CORPORATION?

The story begins how it always does: with a British person ruining things.

Oswell E. Spencer was a wealthy British aristocrat who, over the course of his life, became obsessed with creating a utopia. His philosophy slanted towards authoritarianism and eugenics, believing he could uplift the human race as its sole ruler. Spencer soon honed in on his mission: he would use selective mutation and gene tampering to make humanity “perfect”.

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On a later expedition to Africa, Spencer found a miracle lifeform to help achieve his goals. This was the Progenitor virus, an ancient virus that could create monsters out of animals and people when it was ingested, but more importantly, it could turn certain humans into superhumans.

Despite recognizing Progenitor’s incredible potential, he also knew the research to actually refine and apply this power would take decades, an inordinate amount of money, and many more talented personnel than himself. So, he formed a company called Umbrella Pharmaceuticals to undergo this task. Under the leadership of Spencer, it later became the infamous Umbrella Corporation.

WHAT ARE THE B.O.W.s IN RESIDENT EVIL?

Umbrella would soon find a new stream of revenue through the virus; they would use Progenitor and its successors to create Bio Organic Weapons (B.O.W.s), which could be sold to governments and terrorist groups for funds to complete the utopia project.

Setting up shop in the Arklay Mountains of the Midwest, Umbrella founded the expansive Arklay Laboratory beneath a custom-built palatial estate known as the Spencer Mansion. They also created an Umbrella training facility for employees and began to fund and urbanize a nearby small town known as Raccoon City, which was called a city despite being a small town.

For some reason.

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As the decades went on, both Umbrella’s operation and Raccoon City grew hand in hand. One of Umbrella’s co-founders alongside Spencer, James Marcus, eventually made a breakthrough at the Arklay Lab to create the most well-known virus in the series: the T-Virus.

WHAT IS THE T-VIRUS?

Like the Progenitor virus, the T-Virus’ highly mutagenic properties interacted with the DNA of living beings in a variety of different ways. Animals often grew massive and incredibly aggressive, resulting in B.O.W.s like their many giant spiders, which were uncontrollable, and the shark B.O.W. Neptune.

The most common result of T-Virus infection in humans, however, was the development of a sickness called Cannibal Disease. It caused sudden necrosis, rotting victims and their brains away rapidly and turning them into little more than shambling, groaning flesh eaters. This is the most common result and your typical zombie infection for the first few games, but even this isn’t the end, as many zombies can and do mutate again into creatures like the Crimson Heads or the iconic Lickers.

As they refined the T-Virus further, they began to use it in specific genetic engineering, combining its effects with cloning, cybernetics, and animal DNA splicing (typical mad science stuff, you get it). With each strain becoming more potent than the last, Umbrella managed to create its first truly intelligent B.O.W.s: the Tyrants, hulking mutants that could listen to commands and hunt down specific targets rather than just going gorilla mode on anything in their path. Later versions of the Tyrant included Mr. X, and the iconic Nemesis, who could actually use weapons instead of just beating you to death.

In the background however, Spencers’ ambitions distracted him and led to the creation of the series’ two most iconic villains: William Birkin, and Albert Wesker.

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Resident Evil Wesker Era Explained

WHO IS ALBERT WESKER?

Remember all that eugenics stuff I mentioned earlier? Well, one of Umbrella’s earliest attempts at making Spencer’s perfect superhumans was Project W, named after its lead, Dr. Wesker (first name unknown). He took orphaned and kidnapped children with the right genetic markers to be turned into Spencer’s ubermensch, and exposed them to a prototype virus derived from Progenitor. Not only did each of the children take the doctor’s last name as a “sign of respect” which is already crazy, but Dr. Wesker put genetically programmed daddy issues into the children that made them seek Spencer’s approval.

I don’t even know how that’s possible, but that is literally so insane I couldn’t help but mention it.

Albert Wesker, the main antagonist of the Resident Evil series and the villain we know and love, was one of these child test subjects. He and his adoptive sister, Alex, were the sole survivors of Project W, and as a result Wesker became one of if not the most valuable asset in Umbrella’s arsenal. Spencer even sent him to kill T-Virus creator James Marcus after he decided he wanted to become the only one in charge of Umbrella. Wesker was later placed in Raccoon City Police Department as a mole for the S.T.A.R.S. program, the Special Tactics and Rescue Service. His primary purpose here was to cover up any loose ends that might implicate Umbrella in bioterrorism, but it eventually became an escape route for him when he began to pull away from the company.

WHO IS WILLIAM BIRKIN?

Wesker’s formal education at the hands of Umbrella was alongside another young prodigy, William Birkin. While Birkin didn’t possess any of Wesker’s enhanced physique, he would go on to discover and experiment on the G-Virus, another child virus of Progenitor. Unlike T-Virus, G-Virus didn’t destroy the flesh; rather, it transformed cells into virus factories, with a side effect being a rapid rate of regeneration. While this meant it could hypothetically heal all wounds and bring people back from the dead, it mainly caused the victim to transform and grow, usually into a giant amalgam of eyeballs, flesh, and bone spikes.

Wesker and Birkin would become instrumental in the Mansion Incident and the Raccoon City Outbreak that would cause the downfall of the Umbrella Corporation.

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OKAY, STOP. THIS IS TOO MANY VIRUSES TO KEEP TRACK OF.

Trust me, this is all important. All you need to know is:

  1. Oswell Spencer found the Progenitor Virus.
  2. James Marcus used the Progenitor virus to make the T-Virus (which makes zombies, giant animals, and Tyrants).
  3. William Birkin used the Progenitor virus to make the G-Virus (the one that makes tumor-looking G-Mutants).

Simple right?

WHAT WAS THE MANSION INCIDENT?

So, back to the Arklay Mountains where all this is happening. Birkin, frustrated with Umbrella’s restrictions on his G-Virus research and dwindling funds, decides to jump ship and flee with his experiments, planning to sell them to the U.S. Government. Wesker decides to jump ship and sell the Tyrant project data to Umbrella’s unnamed rival company. Great minds think alike!

Oh, and a shapeshifting leech came back disguised as the dead James Marcus.

…WAIT, WHAT?

Yeah, so when Wesker killed Marcus and dumped his body in the Arklay Mountains, a T-Virus-infected leech Marcus was working on coincidentally ate Marcus’ brain. Because a victim’s mind affects the mutations caused by the T-Virus, the leech mutated into a supersmart shapeshifting copy of Marcus that thought it was the original James Marcus reborn.

Dubbed Queen Leech, it decided it was going to get revenge on Umbrella, and released T-Virus throughout the Umbrella training facility and lab with its colony of super-leeches, zombifying most of the staff present. This eventually spread out into the surrounding wilderness and the Spencer Mansion itself, letting loose zombies into the boondocks of the Arklay mountains.

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This is when the entire plot of Resident Evil 0 happens. S.T.A.R.S. Bravo Team is sent to investigate the zombie attacks in the Arklay Mountains, but has their helicopter intentionally sabotaged by mole Albert Wesker.

He did this because

1. He is incredibly messy, and

2. He decided to put combatants against the B.O.W.s in the Spencer Mansion and Arklay Lab to sell the combat data he got from it to Umbrella’s competitor and his soon-to-be employer.

Queen Leech is killed by recurring series protagonist Rebecca Chambers, and Billy Coen, a character who was used once and promptly forgotten (still salty about that).

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Moving on to the events of Resident Evil, Wesker then lured in S.T.A.R.S. Alpha Team, a group of operatives consisting of Chris Redfield, Jill Valentine, Barry Burton, and Wesker himself (among others). Rebecca reunites with Alpha Team, Jill Valentine almost becomes a Jill sandwich, and most importantly, Wesker releases a Tyrant to kill Alpha Team. He lets the monster impale him to fake his death and allow him to escape Umbrella surveillance.

The surviving members of Alpha Team kill Wesker’s Tyrant and blow up the mansion, and Wesker is presumed dead by all parties.

WHAT CAUSED THE RACCOON CITY OUTBREAK?

You would think because Queen Leech’s attack and the Mansion Incident were so close to Raccoon City physically, that was the primary cause. And it did exacerbate the problem, but really, the outbreak had another major point of infection: William Birkin.

So, two months after all that stuff happens with Wesker, Queen Leech, and Alpha Team, Birkin tries to escape with his G-Virus samples through Raccoon City. But because of Umbrella’s top-notch intelligence team, they already know about all the existing G-Virus samples Birkin hid, including the one he hid inside of the prized pendant of his young daughter Sherry Birkin. So of course, they send…

A billion-dollar Tyrant B.O.W. after the little girl, and…

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Some normal humans with guns go after Birkin, of course, which makes total sense.

A recently revived Wesker tried to rescue Birkin and the virus samples before Umbrella got to him, and he even got his iconic black outfit to do it in (boots the lab down), but he didn’t make it in time. Umbrella Security engaged Birkin and mortally wounded him, but he managed to inject himself with G-Virus and became a nigh-indestructible monster as a result. And so, the main antagonist of Resident Evil 2 is born.

He also did one more thing by accident. When he began to rabidly break and drink G-Virus samples after his transformation, he also broke and scattered T-Virus samples all over the place. These samples were ingested by nearby rats, who then spread the virus to the civilian population at a rapid rate. With this goof, the zombie apocalypse begins to take hold in Raccoon City, and the plot of Resident Evil 2 and Resident Evil 3: Nemesis happens as Umbrella tries to kill anybody who knows the secrets of their company.

Seeing how dire the contagion is, the U.S. Government decides to wipe the city, Birkin, and most of the Umbrella personnel off the map with a missile, one of the few plot points that the movies actually managed to get right. Unlike the movies however, Umbrella dissolved as a company a short while after due to the massive losses incurred by the destruction of Raccoon City.

Resident Evil Wesker Volcano Era Explained

HOW DOES WESKER DIE IN THE RESIDENT EVIL GAMES?

Wesker soon became a mercenary who was well known for retrieving B.O.W. agents. A Resident Evil: The Mercenary, if you will!

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That was funny if you played the games.

Anyways, Wesker was of course not satisfied because of those genetically programmed daddy issues he was given by Project W. He eventually hunted down Oswell Spencer to figure out what his employer’s goals were (as shown in Resident Evil 5). Discovering Spencer’s dream of forcing humanity to transcend through Progenitor, Wesker killed the elderly Spencer, deciding only he could be trusted to carry out the plan to fix humanity.

And he could only do that with…

ONE!

MORE!

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VIRUS!

Wesker used Progenitor to create the Uroboros virus, a final “perfect” virus that when launched into the upper atmosphere, would have distributed across the Earth and turned all the people on it with genetics similar to Wesker into superhumans…and like, the other six billion people into evil worm creatures.

Of course, this plan failed miserably because everyone’s favorite boulder-punching S.T.A.R.S. agent, Chris Redfield, intercepted Wesker on behalf of the Bioterrorism Security Assessment Alliance. After a prolonged battle, Redfield and his partner Sheva (baddie of the century) shot him into a volcano with a rocket launcher, a tradition of the franchise. Wesker, Uroboros, and Spencer’s dream of a utopia all died here.

It’s sad to think of all the looks he served, all the catty beefs he had, all the swagger he squandered. And in the end, he just fell into a volcano. If I had to mourn him, I could only turn to the iconic words of Chris Redfield: Wesker, you’re pitiful.

***   

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Of course, this wasn’t the end of the Resident Evil series, but to dive into the other games would require a whole article of its own. Hopefully, this can serve as a decent guide in making roughly the first half of the franchise a little easier to understand.

And that will be it for today’s Horror 101 lesson! See you in the next class ,and stay tuned to Horror Press’s social media feeds for more content on horror movies, television, and everything in between!

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